Student Works

Off Sight is currently in development on Unity to valid my final year at Supinfogame school. Basically it is a 3D adventure and experimental game produces with 6 others Supinfogame students and some externs. My Roles : – Game Designer – Level Designer/Builder – Ergonomic Designer – + Some Promotional Elements The Project : The most important particularity of our project is that it takes place in a world where people see through a network of cameras (They currently see 4 point of view). This creates a challenge about double navigation to the player : inside cameras’ network and inside environments with his avatar. With that, we use basic elements of adventure games combine with some stealth elements and, of course, we always keep in mind to use our cameras network in a way to make the player solve mostly of the situations. For the story, an important part in an adventure game, we are based on Film Noir plots with a lot of its stereotypes. To reinforce this reference, our artistic direction is inspired by the 50’s. . Game Design : We are two game/level designers in the team and we often switch between these two functions to playtest a lot on our 3C. Our project is a kind of experimentation that’s why we are working in an agile method to iterate a lot on our main problematics. We fixed all the bases together during meetings and through divers tests and playtests. . Level Designer/Builder : The level design and level building are very linked to have a great compositin through our cameras. So when I composed a level I also placed graphic elements, some lights and I pay attention to have a pretty and meaning camera angle. We need to communicate a lot with the graphism pole, especially when they take our levels to add decorative props to not hide specific elements. To construct properly the level design, I have two methods : one for the linear situations and another more focus on navigation challenges or stealth situations. For the first, I create storyboards after to have done researches about photography and famous camera angles of the place and defined the main path to access to the solution. For the second, I create top-view situations where I indicate the field of view of each cameras. After that, I sort them by their difficulty and I am careful about the introduction of some new mechanics needed and linked into different situations that use them. Then, I match the selected situations to have a first look of the level architecture. Of course there are always changements when we go...

Nänn’s Tales is a project created for ImagineCup 2014 with three others Supinfogame students. We passed the first selection and went to Microsoft office in Paris to continue the adventure. This is the video that we sent for the first selection : ImagineCup 2014 – Nänn’s Tale Presentation by the Barbarian Cookie Team from Julie Anselm on Vimeo. My Role : – Programmer – Game Designer – Story Writer For the first time I was the programmer on a project thought to be designed on Unity. I was also the second game designer even if the programmation took a lot of my time. I created the base of the story and made a benchmark to analyse our « contenders » and their games. The Project : Nänn’s Tale is a dynamic family video game. This is a first version of our idea : (Pick the corner to turn the page) The project changed a lot during the production to obtain a real target and a purpose associates to it : We wanted to create a game where the parent and his toddler (3 to 5 years old) can play together. Basically the grown up reads a story and the toddler does some interactions or games. The actions made in the game by the child change a little bit the story or create a comment that the adult can read at loud. After some researches, we defined basic exercises or themes that are good for children : The motricity, the form associations, the color associations, to count… And the other important thing to think is that the child can not lose. He has basic things to do on the tablet : to make a drag and drop, to make a tap or multiple taps, on fix or mobile elements, … We wanted to add « double interactions » where the child and the parent need to do things together to succeed an event. There was also the idea of things to do outside the game like to clap in their hands when they see aurora borealis for example. . We decided to develop our game on tablets because, thanks to their special sizes, you can play comfortably alone or in family on the couch. The story is important in our game to keep the interest of all family members. We chose to introduce real norse mythological elements with a touch of humor. . The Prototype Here . Software : – Unity – Visual Studio – Google...

Kung Fu Panda : Masters of Awesomeness is a beat’m all on tablet made within less than two weeks by 10 students in association with Gameloft. Kung Fu Panda Masters Of awesomeness from Julie Anselm on Vimeo. My Roles : – Lead Game Designer I took care of a team of four game designers. I led the brainstorming and game design meetings. I listed tasks, problems or reflections to have and prioritized them. I checked documentations produced by our little team. I communicated with the other poles. I wrote transmedia document, navigation between levels document and the game design document. The Project : This project was designed with three constraints : a 3D cartoon artistic direction, no virtual pad or buttons, and add a transmedia connection. To combine the cartoon aspect with the no-buttons constraint, we decided to go on gadgets jokes, the fact that you never know what kind of things Toon will put off of his pocket. For that, we designed a system, based on gesture, to invoke a type of weapons : The player has to realise the glyph on parchment to invoke the corresponding weapon. Like that, the player controls the type of weapon that he will give to his avatar face to a particular situation BUT the avatar can receive a weapon from three classes : You guess that the Epic Win weapon makes more damage than the Epic Normal weapon which makes more damage than the Epic Fail weapon. The player can change his weapon when he wants, he just has to wait a cooldown after change. Each weapons own its proper special attacks. The player can launch a special attack when he fights enough with his current weapon to fill a gauge. The special attacks of Epic Fail weapons are stronger than special attacks of Epic Normal weapons which are stronger thant special attacks of Epic Win weapons. In this way, the player who has fought keeping a weaker weapon, so who takes more risks, he is rewarded with the power of its special attack. For the other touch gestures, to move or to attack ennemies, we keep it simple : For the transmedia part : We received this constraint a little bit later in the first week. Like our artistic direction had already started in an asiatic universe with animal characters and that we guided our game mood on « WTF » situations, the Kung Fu Panda serie seemed to fit perfectly with all this intentions. We created some interactions og : – the animated cartoon to the game : quizz on the daily episode to win special equipment announced in a...

The Handmade World is a 3D tactile game for the 6-8 years old child developed in partnership with 3Dduo. My Roles : – Game Designer – Level Designer – Sound Designer The Project : Basic concept is to propose “my first adventure game” to the player. To introduce him to the basics mechanicals of the genre (exploration, collect, fight) in a childish reassuring world. To do so, the player is following a little companion that look like a pet or a plush in a tinkered world. He can break blocs that give him pearls. Then the plush can launch theses pearls to fight enemies composed of cardboard and fabric. We were a team of 6 students including 3 graphic artists, 2 game designers and 1 programmer. We had 4 days to create a kid game on tablet and make a presentation with an economic model and a prototype. In a first place, I searched the commonalities of video games which are appreciated by our target. I also defined the target that I know pretty well given that I worked with. When we fell agree on the bases of the game, I listed some challenges and organized them about their difficulty. With that I could iterate the three first levels at the beginning on paper then on computer (Illustrator and Unity). Considering our young target, we had to paid attention on feedbacks that’s why I worked on sound design. Software : – Microsoft Word – Microsoft PowerPoint – Adobe Illustrator –...

Cooperative game produced with 5 others Supinfogame students in a week. My Roles : – Game/Level Designer – Graphic Artist We all participated to the original idea, after that I was in charge of game graphisms with an other student. I also created four level designs and I took care of the soundscape. The Project : Osmina is a two-player co-op game where you and your partner will journey through a colorful world in search of one another. Each player controls a single avatar, but watch out! There will be times where you’ll have to fuse together and take control of one shared avatar. Play through more than a dozen levels full of doors, special zones and collectibles which will challenge your coordination. Catch all the collectibles to unlock additional backgrounds and levels full of references to classic videogames and navigate together through some of your favorite classics! On kongregate Tileset_BG Tileset_collectible Kandinsky Miro Mondrian Vasarely Kandinsky_base Software : – Adobe Flash – Tiled – Adobe...

A serious game created in partnership with MoJOS. My roles : – Producer – Game Designer – Graphic Artist – Programmer I made the final presentation, including a ppt and a video, at the e-virtuoses event, a serious game convention. The Project : Source Magique is a project that uses kinect : it’s a serious game for the rehabilitation of people who have had a stroke. We were a team of 4 game designers students. We’ve decided of our main intentions together. After that I created the gameplay loops around 4 mini-games on magic theme.Why this theme? To create a parallel between rehabilitation and learning magic : more the patient becomes a famous wizard, more he progresses in his rehabilitation. It’s also because magic universe speaks to the whole family and the patient can play with them to advance in the game story. All minigames are based on the same principle : get to a point and stay or drag to another one. Thanks to our exchange with MoJos team, we were able to adapt difficulty to our target. For example, at the beginning of the rehabilitation, patient can’t easily move an arm and its fingers so the first interaction had to be in the middle down of the screen. Each students were in charge of one mini game, its design and programming on flash. With an other student, we took care of graphisms. Here are some prototypes : Software : – Adobe Illustrator – Adobe Flash – Microsoft PowerPoint – To communicate : Skype, Facebook and Google Tools (Agenda,...